Just updated the Kickstarter with a lot more info about the game ...people were complaining about its bareness.
Shadows for the players are first on my list of things to add.
I'll definitely make some longer videos once I get a chance.
What are your main inspirations combatwise and what do you consider as strong combat?
Pool of Radiance, The early Ultimas, even the early spiderweb games (though I wouldn't exactly describe Antharion as a spiderweb knockoff). Not that they were the greatest implementations or anything, I just generally like the way combat flows in those games.
And just for the record, I never actually rode any zamboni.
The yet is redundant. Don't try to make fantasy-style speech by adding redundant words please.have they yet sent you for my life?
The family is the subject so this should be who. A very wealthy family who would pay for my timely release. The lore isn't inspiring, the grammar less so. Don't even get me started on the "pet a puppy/kill a puppy" set-up when it comes to choices.I have family - a very wealthy family whom would pay for my timely release.
We're definitely considering a linux port - as it is, there are a million and one things to do, however, if we surpass our goal by even a modest amount a linux port would be quite reasonable to expect.
The player shadows won't be dynamic because at least one player will often have a light source attached to him and this creates weird lighting situations. I'll most likely go with drop shadows/shadows maps against the ground plane, but not blobs.
In regards to the current list of spells - these are just the spells we have working in-game, we're almost sure to add more once we ramp up balancing.
Nobody wants to play in a huge world were everything is repeating and the dungeons are tiny and suck. We're going out of our way to create as many unique environments, monsters, dungeons, NPCs, and quests as possible. We currently have 20-25ish+ unique monsters but will keep adding more until we get to 50 or so. There is absolutely no trade off between the number of dungeons and size/quality. If anything people will probably complain that they're too big or complex, but never that they all look identical or have the same monsters. Dungeons are scattered around the world and many of them you'll never even find. I want to stress that Antharion rewards exploration.
One feature I forgot to mention was the ability to control walking speed, or how fast you move from tile to tile. I played Eschalon I and II book but couldn't finish them because of the walking speed.
I tested 3- 6 party members and 4 seemed to be the magic number, at least for this game (I originally wanted 6). Add more and the combat doesn't flow as well; take one away and you loose a lot in terms of tactical complexity.
KotC's combat is really great. The interface, on the other hand, is another story.
The white outline just shows you who the active player is in combat (I'll probably remove it out of combat).
There is absolutely no trade off between the number of dungeons and size/quality. If anything people will probably complain that they're too big or complex, but never that they all look identical or have the same monsters. Dungeons are scattered around the world and many of them you'll never even find. I want to stress that Antharion rewards exploration.
The player shadows won't be dynamic because at least one player will often have a light source attached to him and this creates weird lighting situations. I'll most likely go with drop shadows/shadows maps against the ground plane, but not blobs.
How do the custom classes work? Are there any penalties?You choose each character's race, class (or create your own custom class)
All 8 of the other skills are tailored for field use, so I'm wondering how Mercantile fits in.Currently there are 9 skills including: ..... Mercantile .....
Antharion is basically classless. Yeah you can choose from a set of pre-fabs but I'm guessing most of you will opt to roll your own.
No penalties for classes but may add some advantage/disadvantages (beyond mere skills and attributes boosts/penalties) to the races. Also I'm working on a trait system kind of similar to the one in Daggerfall but we'll see how that balances.
Right now it's a standard gain EXP to level and straight point investments but I'm not married it.
And yeah mercantile affects item buy/sell prices.
I'm curious what you guys like to see as far as classes/skills/leveling?
Right now it's a standard gain EXP to level and straight point investments but I'm not married it.